Ship Equipment
Ship Equipment is a generic term describing structures, devices, fittings, and equipment associated with spaceships, starships, big craft, smallcraft, and other vessels.
- They are also known as Starship Components, Ship Fittings, Parts, and by other terms.
- While their primary use is for void vessels, they can also be used in many vehicles, and fixed facilities among other uses.
Description (Specifications)
Ship Equipment has been divided into a number of sections to facilitate ease of use:
1. Intrinsic Items (Hull & Structure)
- Airlock
- Bulkhead Wall AKA Bulkhead
- Cargo Hold
- Fuel Scoop
- Hardpoint AKA Ship's Hardpoint
- Hatchway
- Hull
- Interior Wall
- Iris Valve
- Landing Gear
- Lift Shaft
- Maintenance Hatch
- Manual Hatch
- Refrigerated Hold
- Secret Cargo Hold
- Sliding Door
- Standard Door
- Viewport
2. Machinery (Power & Propulsion)
- Acceleration Compensator
- Acceleration Couch
- Alternative FTL Drive
- Fuel Treatment Plant
- Jump Drive
- Jump Governor
- Maneuver Drive
- Power Plant
- Ship Fuel
- Ship Hull Grid
3. Control & Electronics (Bridge & Electronics)
- Astronics
- Avionics
- Bridge
- Command Chair
- CommCaster
- Communications Equipment
- Computer
- ECCM
- ECM
- Electronics
- Ship Bridge
- Ship Sensor Suite
- Ship Transponder
- Workstation
4. Armament & Defenses (Offense & Protection)
Defensive Systems
- Screens & Defenses
- Damper Series
- EMM (Hull Masking)
- Force Field Generator ("Globe Series")
- Glacial Camouflage Generator
- Repulsor
- Sandcaster
- Scrambler Series
- Tractor/Pressor
Equipment Mounts
- Bolt-In Mount
- Barbettes
- Single (3 ton)
- Dual (5 ton)
- Battery AKA Weapon Battery
- Bays
- Small (50 ton)
- Large (100 ton)
- Main (200 ton)
- Casemate (Fixed Mount)
- Deployable Mount
- Extendable Mount
- Ship's Hardpoint
- Ship's Turret
- Single (1 ton)
- Dual (1 ton)
- Triple (1 ton)
- Quad (1 ton)
- Spinal Weapons Mount AKA Spinal Mounts
- Surface Mount
Offensive Systems
- Weapons
- Data Caster
- Disintegrator
- Disruptor
- Fusion Gun
- Inducer (aka "Jump Inducer")
- Jump Damper
- Jump Projector
- Lasers
- Meson Gun
- Missile (Conventional / Kinetic Kill / Nuclear / Antimatter)
- AM Missile
- KK Missile
- Salvo Rack
- Torpedo (Heavy Missile)
- Rail Gun
- Particle Accelerator
- Plasma Gun
- Slug Thrower
- Stasis Projector
- Tractor/Pressor
5. Fixtures & Fittings (Special Equipment)
- Cabin
- Common Room
- Emergency Locker
- Fresher
- Galley
- Grav Plate
- Head
- Hydroponics
- Inertial Compensator
- Lab Space
- Life Support
- Low Berth AKA Cryo Capsule (Cold Sleep)
- Mail Vault
- Ordinance Locker
- Secure Locker
- Ship Furnishing
- Ship's Locker
- Ship's Magazine
- Ship Module
- Sick Bay
- Spin Habitat
- Stateroom
6. Subcraft (Smallcraft, Bigcraft, Ship's Vehicles, etc.)
History & Background (Dossier)
Vessel equipment has changed greatly over the years and it's a remarkable testament to Charted Space that many different kinds of equipment at many different tech levels is still widely used and serviced throughout inhabited space. [8]
Worlds can have widely varying technology. A high-tech world with contragravity and fusion power may exist just parsecs from one relying upon steam power - or stone axes. There is no "prime directive" to prevent the sale of high technology to the savages - but what would they pay with? So Charted Space is a mix of industrial worlds and hardly-explored backwaters. [9]
In such a tableau, ship equipment can be highly variable. A tramp freighter captain may be forced to repair a TL-15 Ship's Computer with TL-6 vacuum tubes or worse! Finicky jump drives designed at TL-11 might break down and be forced to be repaired with TL-14 components that are both higher tech and designed for an entirely different technological base. In this manner, the ships and technology of Charted Space eventually grow into a melange of cobbled together technologies and scientific approaches to sophontic advancement. A good ship's engineer and engine helmsman is worth their weight in gold... or lanthanum! [10]
Ship's Mascots & Pets
A number of creatures have become popular with crew as ship's mascots or pets:
- Ship's Cats (specially bred species: vermin control, mascot)
- Focaline Tree Rats
References & Contributors (Sources)
- Classic Traveller, Book 2 Starships (Game Designers Workshop 1977, 1981)
- Classic Traveller, Book 5 High Guard (Game Designers Workshop 1980)
- MegaTraveller, Referee's Manual (Game Designers Workshop 1987)
- MegaTraveller Journal 04
- Traveller The New Era, Fire, Fusion, & Steel (Game Designers Workshop 1994)
- Marc Miller's Traveller, Fire, Fusion & Steel (Imperium Games 1987)
- Mongoose Traveller: High Guard (Mongoose Publishing 2008)
- New Traveller: High Guard (Mongoose Publishing 2016)
- T5 Core Rules, Far Future Enterprises 2013
- Traveller Wiki Editorial Team
- Author & Contributor: Lord (Marquis) and Master Scout Emeritus Adie Alegoric Stewart of the IISS
- Author & Contributor: Lord (Marquis) and Master of Sophontology Maksim-Smelchak of the Ministry of Science
- ↑ Marc Miller. T5 Core Rules (Far Future Enterprises, 2013), 400-403.
- ↑ Marc Miller. T5 Core Rules (Far Future Enterprises, 2013), 403.
- ↑ Marc Miller. T5 Core Rules (Far Future Enterprises, 2013), 403.
- ↑ Marc Miller. T5 Core Rules (Far Future Enterprises, 2013), 403.
- ↑ Marc Miller. T5 Core Rules (Far Future Enterprises, 2013), 400-403.
- ↑ Marc Miller. T5 Core Rules (Far Future Enterprises, 2013), 400-403.
- ↑ Marc Miller. T5 Core Rules (Far Future Enterprises, 2013), 400-403.
- ↑ Information provided to the library by Maksim-Smelchak
- ↑ Martin Dougherty, Hunter Gordon. The Traveller's Handbook (QuikLink Interactive, 2002), 15.
- ↑ Information provided to the library by Maksim-Smelchak